Reimplement map using easeljs, keeping track of all mountain regions, do not movement on these tiles in the game.  Implement two armies via blinking buttons with their troop count, allow movement of one army (red 100 one) via right, left, up, down arrow keys, and ensure movement does not go off the canvas.
Implement Range Selection Movement, and use calvary unit icons for the units.
Increase range of movement for calvary unit, ensure possible paths of movement are correct.
Add a little structure to easeljs code implementations.  Store path (not always fastest though) from player location to clicked movement tile.
Remove movement tiles while player is in motion.
Ensure player is always facing correct direction in each ease towards next movement tile.
Denote Attackable enemy in range with red movable tile, set cursor for all movable tiles to pointer, open an attack_menu when clicking an attackable enemy, and allow closing of the menu.
Add view to handle attack menu events.  Spike first version of being able to attack and destroy and enemy unit is complete, can test through the Charge action of Attack Menu... all this with ?map=true option in browser still.
fix small bug where attacking from an adjacent tile does not clear out the red color on killed enemy unit location.
Refactor code to make more oo, battle progress is up to defeat of enemy or self, but nothing more.  Add a theme song to the battle available via ?map=true&sound=true in url.
Delete playable and non-playable units upon death.
take out hard coded damage for zhang fei used to test player death in previous commit.
Player turn implemented through unit rotation.  Battle won/lost/over detection and canvas hiding implemented.  Battle can now be fought by all player units, without enemy actions for now - all enemies do is counter attack for now.
Merge branch 'game_engine-r_and_d'